How to Win at Pac-Man-1982
How to Win at Pac-Man-1982
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learned and put to work in a matter of days. These patterns
will undoubtedly give you high scores. But you may eventually
discover variations in the patterns that work better for you. And
that’s what Pac-Man’s all about! Learn to personalize your
pattern, give it your mark.
The object of the game is, simply, to score as many points as
you can. Eating the small dots inthe maze gives you the minimum
number of points: 10 points per dot. Big points come when you
eat the energizers—the big flashing dots near each corner of
the maze—and then kill the fleeing blue monsters. Each energizer
is worth 50 points. The points for the monsters double as you
eat them during a single blue phase. The first monster is worth
200 points, the second 400, the third 800, and the fourth 1600.
During the first three or four screens of play, it’s fairly easy to kill
all four monsters with each energizer—for a total of 3000 points.
If you kill four monsters at each corner and eat up all the small
dots (240 of them), you gather 14,600 points for each screen.
If you gobble up a few fruits on each screen, you add their
values to the total. The first fruits—cherries—give small bonus
_ points (100 each). Each screen you play gives you different fruits
with increasing point values (strawberry, 300, and peaches,
500, for example). You eventually get to high screens where
there’s no fruit at all, but bonus thunderbirds, bells, and keys
(worth 2000, 3000, and 5000 points, respectively).
It’s a good thing the bonus fruits and prizes are worth more
during the later screens, because it becomes harder and
harder to eat all four monsters with each energizer. Eventually,
you must be satisfied with eating only one—or maybe two—
monsters per energizer. That’s because the monsters stay blue
for such a short period of time as the game progresses. Once
they return to their original colors, they'll kill you. ,
Every bona fide Pac-Man hero develops a love-hate relation-
ship with the monsters. You've got to kill them for points—and
they can kill you—so you hate them. But the monsters are so darn
lovable—each with its own personality—that you can’t help but
feel sorne affection for them.
A formal introduction is in order. Meet the red monster
Shadow, nicknamed “Blinky.” He’s the slyest of the monsters. He
always seems to be on your trail (like a shadow). His buddy,
the pink monster Speedy (nickname: “Pinky’), is the fastest of
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the four monsters. Though not as sly as Shadow, he can actually
outrun you, unlike the other monsters. The light blue monster is
Bashful, and is nicknamed “Inky.” Bashful is the darling of the
monsters. He is so shy that he will actually run away from you if
confronted. Some of us have at times actually run through
Bashful without injury. We’re not quife sure why. The orange
monster is Pokey, nicknamed “Clyde.” He’s an ambitious little
monster—always willing to attack you—but he’s quite slow. You
can usually outrun him.
~ Getting to know the monsters, their personalities and reactions,
is one of the most important aspects of good Pac-Man strategy.
It is most important that you get a good feel for strategy before
the high scores start coming—consistently. But we don’t think
most potential Pac-Man stars are content with a mere rundown
of strategy and technique. So we gave our computer experts a
big (and as far as they were concerned, their best-ever} assign-
ment: solving the mysteries of the Pac-Man machine. You won't
be able to build a Pac-Man mechanism with our data, but you'll
learn to appreciate all the work that goes into this top-notch
video game.
We've also been pumping numerous quarters into every new
video game we could find. The results of that hard work (don't
you pity us!) is a short synopsis of four video games that we feel
most meet rugged Pac-Man standards. If your favorite Pac-Man
machine is booked up, check out one of the four games we
list at the end of this book.
The final page of HOW TO WIN AT PAC-MAN is packed with
some of the best Pac-Man tips you'll find anywhere. With tape
recorder in hand, we interviewed every Pac-Man hero we could
locate. The best of the bunch have been quoted in the back
for your instruction and enjoyment.
Start reading the following pages and begin a new chapter
in your Pac-Man development. Maybe take a few days with this
book by yourself and improve your game. Then challenge your —
friends—or your enemies—to a game. You'll amaze them with
your daring and skill. Happy Pac-ing!
Pac-Man is a game with five basic parts. Get to know these
parts before attempting high strategy. Once you master the
mechanics of the game, the real fun—and the high scores—
will begin.
A. Pac-Man (alias The Pac, Jaws, Yellow Man, and Critter).
Never hesitate moving the Pac-Man. Hesitation can be a more
formidable enemy than the monsters. Courage is one of four
ways to stop hesitation. The other three are practice, practice,
and practice. You'll probably experience those painful Pac-
Man ailments: Pac- Man elbow and Pac-Man blisters. They're
but the price you pay for victory.
B. Monsters (alias Ghosts, Zombies,
Tip One. and Screw-Eyes). Learn the person-
ality of each monster. Speedy, nick-
Elements Of ~ named “Pinky,” is pink, and he’s fast.
The red Shadow, nicknamed “Blinky,”
th e Gam e is always behind you; it’s hard to shake
him. The light blue Bashful, nicknamed
“Inky,” is terribly shy and will actually run away from you. The
orange Pokey, nicknamed “Clyde,” will try his best to get you,
but he’s slow.
C. Energizers (alias Power Points, Killer Pills, Fuel Tanks, and
Vitamins). Make sure at least three monsters are following you
before eating an energizer. You only have four energizers per
screen—use them sparingly for maximum point potential. The
energizers are to Pac-Man what spinach is to Popeye. They
make the Pac-Man powerful enough to kill monsters.
D. The Tunnel (alias The Tube, The Time Warp, and The Scoot).
The monsters always go slower through the tunnel than the Pac-
Man. Use this to your advantage: lure the monsters behind you
through the tunnel. This is the best way to get the monsters off.
your tail. It buys you time.
E. Fruits (alias Big Points, Point Pickers, and Weiners). Fruit makes
for big bonus points. Try your best to get the fruit, but remember:
the monsters know you want that fruit. Lure the monsters away.
The speed of the game varies with the fruit showing. The
progression from slowest to fastest is: cherries, strawberry,
peaches, apples, grapes, thunderbirds, bells, and keys.
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It is best to move the Pac-Man by logical and repeatable
patterns in order to achieve the highest scores. The Cherry
Pattern is the first of three patterns. If these patterns are followed
closely, the Pac-Man will safely outwit the monsters.
All the other patterns build on the basic Cherry Pattern just like
most poker games build on five-card draw. Everything moves
slowly in this pattern; monsters stay blue longer after the Pac-Man
has eaten an energizer than they will in subsequent patterns.
Once you memorize the pattern, you'll
be able to relax (many people are
Tip Two: | seen yawning during the first screen).
The toughest part of learning to follow
The Cher FrY a pattern is moving the Pac-Man with-
out hesitation. Certain situations may
Pattern look like certain death. Be brave. Ifyou
run the Pac-Man full throttle around the
corners, you'll outsmart the monsters.
} A. Make absolutely sure to clear the
entire bottom row of dots. There’s no
danger if you do this quickly at the
start. If you miss one dot and have to
return, you'll mess up the pattern. The Pac-Man is more vulner-
able on the bottom row than any other area on the board. The
monsters could conceivably block the four entrances and
— attack. It's a dangerous place. Beware!
B. Three monsters are going to be coming at you here. Don't
hesitate. Be courageous. Make this corner as quickly as possible.
If you hesitate, prepare to meet your fate.
C. Eat this energizer. Then kill the three monsters running from
you. The fourth monster, worth 1600 points, will be heading
toward the bottom of the screen. Chase him and kill him while |
he’s still blue.
D. This is the least predictable part of the pattern. At this point,
you're on your own—with a few tips to go by. Two or three
monsters will be following you. If they continue to follow you,
eat the top right energizer and kill the monsters. If the monsters
stop following you and retreat, clear as many dots on the top
of the screen as possible and head for the energizer on the top
left. The monsters will eventually catch up to you there. Eat the
energizer and kill the monsters.
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The pace speeds up with the second “Mid-Fruit’ Pattern. This
pattern works for the next three screens. The first will have a
strawberry; the second and third will have peaches. The mon-
sters don't stay blue as long as they did in the first pattern. Point
values for the fruits are up. The tunnel becomes more effective
in this fast-paced game because it slows these monsters down.
A. Clear the bottom row of all dots as in the first pattern, but
retrace your steps quickly before the blue monster attacks.
Follow the pattern indication
at the bottom right.
Tip Thr Ce. B. Again, turning this corner is
critical. Do not hesitate. The
The Mid-Fr. uit monsters are charging faster
than in Pattern One. If you slip,
Patter, i] you're dead. If you're quick,
you'll give them the slip.
C. Eat this energizer and kill
the three monsters. One of them will try to escape through the
tunnel. Don't let him. Grab him before the tunnel and then go to
the bottom and grab the fourth—1600-point—monster while
he’s blue.
D. You're on your own again. The play will be the same here as
in Pattern One. If the monsters keep after you, eat the top right
energizer and kill them. If the monsters retreat, eat the dots on
the top of the screen and make your way toward the top left
energizer. You can meet the monsters there.
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The Apple Pattern is the third and final Pac-Man pattern. If
followed faithfully— and without hesitation — you'll successfully
gobble up most of the dots before any monsters are eaten.
What remains after the pattern is completed are the four ener-
gized corners. Play these corners individually for maximum point
potential and downright fun. Remember: The post-apple screens
are fast-paced and the monsters don’t stay blue for very long.
You may be able to eat only one—or perhaps two—monsters
after they've turned blue. Don’t get too
° greedy. Fruits play a big role in these
Tip Four: final screens. Our Apple Pattern
enables you to easily swallow two big-
The Apple _ point fruits per screen.
P,atte rn A. Unlike the previous two patterns, you
clear only half the bottom row of dots,
and then move up as diagramed.
B. Although you have already eaten the dots in this area, make
sure to guide your Pac-Man all the way down to the joint of this
block. Then double back. This decoy will make the monsters
slip right past you. When the coast is clear, you can resume the
pattern. :
C. Two stray dots will remain at this spot. Quickly—and we mean.
quickly—snap up these dots, reverse, and continue up. If you’ve
lagged previously in the pattern, you may not be able to snatch
the dots. If you can do it, do it. It will leave a super-clean board.
D. If a monster is charging from your right at this point, hesitate,
and let the monster scoot under you. That monster will then
devise his own path toward and through the tunnel. Follow him,
but not too closely. If you overtake him, you’re dead. If no
monster is approaching, simply continue the pattern as shown.
E. Go through the tunnel. At this point, 80 percent of the screen
will be cleared of dots. The only remaining dots are conve-
niently positioned around the energizers in the corners. Play
each corner individually. Eat the dots around the energizer,
shake the joystick to lure monsters toward your trap, eat the
energizer, and kill at least one blue monster. Don’t get too greedy.
some screens may let the monsters stay blue longer than others.
Feel this out and plan your offense accordingly.
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After Pac-Man developed a dedicated audience in the
arcades—and people started scoring lots of points—Midway
Manufacturing Company introduced a new Pac-Man machine.
This new machine looks the same from the outside, but holds
devious little tricks on the inside. The original patterns dont
work. After the initial shock, it became evident that Midway had
simply switched the order of the patterns. Because both versions
of the game are available, it’s imperative to know which
machine you're playing when you
. ° start. By following the diagrams to the
Tip Fiive: 7 right, you should be able to determine
; which type of machine you’re playing
P.
atter n in a matter of seconds.
rial A. If the light blue monster (Bashful)
Var lations remains in the monster pen as
: shown in diagram A, you're on a 4-2-5
machine. This means the Cherry Pattern is used during the first
screen; the Mid-Fruit Pattern on screens 2, 3, and 4; and the
Apple Pattern from screen 5 until your arm falls off.
B. If Bashful leaves the monster pen, and goes stair-step
fashion down to the bottom right-hand corner, as shown in
diagram B, forget the Cherry Pattern and start the game with the
Mid-Fruit Pattern. The entire machine will follow a 4-3 design,
where the Mid-Fruit Pattern is used on screens 4 and 2, and the
Apple Pattern is used from screen 3 until they pull the plug onyou.
C. If Bashful doesn’t behave as shown in either A or B above,
you're on a variant machine. A serviceman may have put in a
few new monster computer chips to alter the patterns, or you
may be playing on a “bootleg” Pac-Man machine—something
not made by Midway. You can try to devise your own original
patterns for these machines, but by the time they start working
for you, the arcade may change the formula again. Our advice:
Frequent a video arcade that doesn’t change the Pac-Man
programs from the true, classic patterns. We have tested our
patterns on machines across the country, from New York to
Chicago to San Francisco. We have come across only one
machine that didn’t respond properly to our patterns. We believe
that only the classic Pac-Man eon will allow you to truly
hone your Pac-Man skills. |
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The tunnel becomes most effective after the Apple Pattern, when
the pace of the game is fastest. It’s useful in two important situa-
tions: when you want to escape the monsters, and when you
want a short-cut fo the opposite side of the board. The monsters
always move slower through the tunnel than the Pac-Man does.
Use this to your advantage. The best way to do this is to lure them
into the tunnel, slow them down, and
gobble up as many dots on your way
Tip Se Vell: out as you can while the monsters are
The Tunnel still coming through the tunnel.
A. Lure the monsters behind you
through the tunnel. This can be done
by jiggling the joystick and waiting for them to follow. Or you
may be in a situation where they're all upon you, closing in for
the kill. Don’t panic; just scoot through the tunnel. —
B. The monsters move through the tunnel slower than the Pac-
Man. You'll get a good jump on them. Wolf down some dots
while they're caught in the time warp.
C. If you have energizers left on the exit side of the tunnel, go for
the nearest one, and then ambush the weary blue monsters as
they exit the tunnel. The four of them may be like sitting ducks.
The ambush only works when the monsters stay blue for a long
period of time, however. Otherwise, they'll turn the tables on you
and make your little trick fatal. If the monsters are turning back
to their natural colors fast, be content with the extra time you get
to eat up dots.
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Listed below are the bonus fruits, their point values, and charac-
teristics. We have indicated which patterns to play with the
different fruits and different machines. For a review of the
patterns, see pp. 8-13; for a review of variations in patterns, see
pp. 14-45. Fruits serve as landmarks,
ope orienting you to the speed of the
Tip Nine: screen you're playing. They will
. appear at the bottom of the screen
Flr uIcs throughout the game as a record of
the number of screens you've cleared.
Fruits start with a cherry and end with a key (if you're lucky
enough to get there). Only seven fruits fit along the bottom, so
old fruit, like the cherries and strawberry, disappear to make
room for the thunderbirds, bells, and keys as they come up.
The mark of an expert Pac-Man operator is a long row of keys
at the bottom of the screen.
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Screen Five: Apple 700 points/speed fast/monsters
blue for only 2.5 seconds/Apple
Pattern on all machines
Screen Six: Apple 700 points/pace may slow down
somewhat from the first apple/mon-
sters may stay blue longer/Apple
Pattern on all machines
Screen Seven: Grapes 1000 points/fast soeed/monsters
blue for a short period of time/Apple
Pattern on all machines
Screen Eight: Grapes 1000 points/may be slower speed
than the first grape/monsters may
stay blue longer/Apple Pattern on
all machines
Screen Nine: Thunderbird 2000 points/speed fast/Apple Patt:
tern on all machines
Screen Ten: Thunderbird 2000 points/speed may be slower
than the first Thunderbird/monsters
may stay blue longer/Apple Pattern
on all machines
Screen Eleven: Bells 3000 points/speed fast/Apple Pat-
tern on all machines
_ Screen Twelve: Bells same as above —
Screen Thirteen: Keys 5000 points/fastest soeed/Apple
Pattern on all machines
_ All future screens: will display 5000- point keys.
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Mike W., age 114, Morton Grove, Illinois (high score: 106,240)
“I like it because you have to use your brain—you have to learn which
way they’re going (the monsters) by whichever way their eyes are
pointed. My strategy is to use the tunnel a lot to get away if they're close
behind me.”
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THE COMPLETE GUIDE TO THE GREATEST THRILLS,
THE MOST FUN, THE HIGHEST SCORES IN
THE WORLD’S MOST POPULAR COMPUTER GAME—PAC-MAN!
Whether you play alone or in competition—
you can now come out on top with
the strategies revealed in this book!
| 45361
Learn the most jealously guarded |
secrets of the nation’s top Pac-Man 0
players: